- 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using GameFramework;
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using GameFramework.Event;
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namespace UnityGameFramework.Runtime
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{
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/// <summary>
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/// 加载场景失败事件。
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/// </summary>
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public sealed class LoadSceneFailureEventArgs : GameEventArgs
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{
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/// <summary>
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/// 加载场景失败事件编号。
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/// </summary>
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public static readonly int EventId = typeof(LoadSceneFailureEventArgs).GetHashCode();
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/// <summary>
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/// 初始化加载场景失败事件的新实例。
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/// </summary>
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public LoadSceneFailureEventArgs()
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{
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SceneAssetName = null;
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ErrorMessage = null;
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UserData = null;
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}
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/// <summary>
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/// 获取加载场景失败事件编号。
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/// </summary>
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public override int Id
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{
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get
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{
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return EventId;
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}
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}
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/// <summary>
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/// 获取场景资源名称。
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/// </summary>
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public string SceneAssetName
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{
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get;
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private set;
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}
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/// <summary>
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/// 获取错误信息。
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/// </summary>
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public string ErrorMessage
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{
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get;
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private set;
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}
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/// <summary>
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/// 获取用户自定义数据。
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/// </summary>
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public object UserData
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{
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get;
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private set;
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}
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/// <summary>
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/// 创建加载场景失败事件。
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/// </summary>
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/// <param name="e">内部事件。</param>
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/// <returns>创建的加载场景失败事件。</returns>
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public static LoadSceneFailureEventArgs Create(GameFramework.Scene.LoadSceneFailureEventArgs e)
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{
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LoadSceneFailureEventArgs loadSceneFailureEventArgs = ReferencePool.Acquire<LoadSceneFailureEventArgs>();
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loadSceneFailureEventArgs.SceneAssetName = e.SceneAssetName;
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loadSceneFailureEventArgs.ErrorMessage = e.ErrorMessage;
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loadSceneFailureEventArgs.UserData = e.UserData;
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return loadSceneFailureEventArgs;
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}
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/// <summary>
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/// 清理加载场景失败事件。
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/// </summary>
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public override void Clear()
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{
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SceneAssetName = null;
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ErrorMessage = null;
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UserData = null;
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}
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}
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}
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